

Space Haven
Price History
Past 36 months · Updated dailyPrices cover Steam and 39 authorized stores; only legitimate offers are counted. The chart shows weekly market-wide lows and Steam's official price across the past 36 months.

01About Space Haven
Space Haven combines tile-by-tile spaceship construction with the management of a civilian crew searching for a new home. Arrange rooms and facilities, regulate air, temperature, and power, and attend to the crew’s needs, moods, and health. Player reviews: 85%% positive from 10,334 reviews. The Steam PC version supports single-player and Steam Cloud. The listed interface languages are Simplified Chinese, English, German, French, Spanish, Italian, Russian, Japanese, Korean, Czech, Polish, Portuguese-Brazil, and Turkish.
Credits
Lowest recorded in 36 months
$9.192024-06-14 · SteamBase game · same records as the chart above; USD history, not a regional Steam low.Language support
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Simplified Chinese | Yes | Yes | — |
| English | Yes | Yes | — |
| German | Yes | Yes | — |
Show 10 more languages
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| French | Yes | Yes | — |
| Spanish | Yes | Yes | — |
| Italian | Yes | Yes | — |
| Russian | Yes | Yes | — |
| Japanese | Yes | Yes | — |
| Korean | Yes | Yes | — |
| Czech | Yes | Yes | — |
| Polish | Yes | Yes | — |
| Portuguese-Brazil | Yes | Yes | — |
| Turkish | Yes | Yes | — |
Steam PC edition data · 2026-10-19
02Before you buy
Ship and crew management
Build the ship tile by tile while managing crew needs, conditions, and hazards. Each playthrough explores a procedurally generated galaxy.
Mode and language
The Steam PC version supports single-player and Steam Cloud. Multiple interface languages are listed; no full-audio languages are indicated.
03Frequently asked questions
Can I play solo?
Yes. The game centers on managing one crew, including their needs, moods, health, skills, and relationships.
What can I explore beyond my ship?
Yes. Organize away teams to explore derelict ships and visit stations or ships belonging to other factions.
Are there spaceship battles?
Yes. Ship-to-ship battles are tactical, and impacts can cause fires, hazardous gases, and hull breaches.
Popular Steam reviews
Native-language selection · 10 reviewsSelected helpful reviews in this language show both recommendations and criticisms. This selection does not represent the overall positive rating; opinions reflect the version reviewed.
You should get this game. If you like exploration, resource gathering, base-building: get it. If you like Rimworld: double get it! Here's why: I have owned it 2 days, have sunk 20 hours into it and experienced a magnificent chain of events that made me fall absolutely in love with a game that is only in alpha. If you're interested, here is the story of Space Steve. Me and my first tier-everything ship are minding our business salvaging a derelict when we get a warning that there's a solar flare on the way. Neat! I don't have shields and I've never seen one so let's save and see what happens. Turns out it's FIRE. My power generator is on fire, my hangar is on fire, my hull stabilizer is on fire. There is scrambling. There is emergency venting at airlocks. There is SO MUCH SMOKE. But we make it through with barely any loss of actual supplies, huzzah! No. While we're repairing there is a meteor storm. My very sleepy, grumpy, space-suit-trapped crew are now running around trying to patch tiny holes so we can fix the power grid so we can get the heck out the system. I manage to get power to just the engines, the stabilizer, and the nav. We jump. Whew. Ha. What's that you say? Heavily damaged, utterly defenceless ship limping through hyperspace? Sounds delicious say the pirates in the next system, who proceed to extort all our money and most of our fuel (as well as our peanuts) out of us. But we made it guys. There's a sector two jumps away with fuel, we can rest and regroup. Off we go. A moment of rest. Shat Pants are forgotten. Hydroponics it back up and running. Naps occur. But those pirates are coming around for another go, they'll be here in 7 hours, and we've only managed to get 4 crystals out of that asteroid because Lancelot is on research instead of mining so we can learn to build a damn hospital bed because he and Mira keep beating the crap out of each other. Oh well. Pack it in and let's RUN! I recall Pickle from mining, I spool up the FTL, the clock is ticking, come on COME ON!!! He get's aboard, we flee! The pirates try to grab us enroute but we evade! HUZZAH! But guys, seriously, we need to rest and rebuild. We're almost out of gas and food, we need to go to a system where there are bigger ships and they aren't pirates. Closest controlled system is the Android Collective. I've only encountered one of their ships before but it was bigger and badder than the pirates. Off we go to hide behind them! We find a system with a Collective ship! We drop and hail them! They have fruit, and fuel, and huge guns! We sigh with relief and barter everything we can for cashews and faux meat, crystals, and infrablocks. We load the shuttle and wait for the trade. And wait. ...and wait? I try to call them again but the comm is dead. I check my shuttle - I'm new, I must have messed something up - but no, it's on their side. Their shuttle flies by my ship on the way elsewhere and I follow it to a derelict on the far side of the map. It docks and unloads three crew, I see their names are Steve, Aus, and Kara. I just made a trade with Steve. He was very polite. He had reasonable prices. I'm waiting for him. I watch. They make their way through darkened corridors filled with frost and blood, I'm concerned. I've encountered a single bug so far, but I have an inbuilt (and reasonable) fear of space hulks. Steve opens a door and suddenly I can see Felix: one of their crewmen, and he's downed! He's laying on the floor bleeding out and valiant Space Steve hurries over to pick him up and that's when they arrive. Bugs. Dozens of bugs. And huge, horrible blobs with eyes and razors for arms and they descend on Felix and noble Steve and his crew and derelict is lit with gunfire and red slashing for barely a moment before it all goes dark and still once more. The Collective shuttle uncouples and returns to its hangar on autopilot, drifting silently under my own ship on it's way. The massive warship - the Blackstar - is untouched but is now legal salvage: her crew is gone. It's full of everything they had for trade and more. I can solve a lot of my problems if I forget what I just saw and make my way over to the looming shape of the recently vacated monolith. But I can't. I can't leave them if there is a chance they can be saved. One of the only things that makes the endless sea less frightening is the thought that there are others out there who will answer if you call. That there are more than pirates and opportunists. That the RMS Carpathia and her like exist and always will, even in space. So we load up our stunning arsenal of two shotguns and two pistols and 7 shooting skill between four people and off we go. I park the shuttle at a hull-breach and the minute we step out they're on us. The little ones can't cross the breach, they need decking to walk on, but the big ones come right at us and it's messy. Everyone is bitten, we climb back into the shuttle time and again: hiding, refilling O2, getting a bit of comfort and heat. But then it's back out, blasting away and slowly, steadily we push them back. The miner, the commercial pilot, the geologist, and the salesman. I'm very proud of the crew I can't normally get to move crates or recycle ice before the O2 goes down. We set out into the dark and bloodied hallways, destroying egg sacks, moving down corridors filled with horrible alien growths until we make it to the engine room and as one of the bugs comes at us through the door, I catch a glimpse inside and there's Space Steve! He's alive! We break into two fireteams so that two people can go back and refill their O2 while two push forward and keep the bugs numbers down. We pull Steve off the wall and offer to take him back with us, Pickle has to carry him back to the shuttle. Juliana is getting frostbite. But they're all there, in the engine room. The whole crew of the Blackstar is there, and we're not leaving even one behind! We destroy every nest, we haul each one of them slowly back to our shuttle, my whole crew is exhausted and uncomfortable and freezing and half of them have soiled their drawers; but they all come back, with seven more people besides. We did it. We pushed back the dark. The refugees are laying on the floor of my hab, they're scarfing down algae paste and eating my few precious fresh veggies and even though Juliana hasn't slept in two days she takes the time to build them beds so they can all sleep while Lance gets the jump ready. We can't take them back to their own ship because there's no one their to receive them, but we don't have medical facilities and all but one of them are slowly bleeding out, so even though we came here looking to hide and lick our wounds: they're in an even tougher spot. It take four jumps to find one of their ships and two attempts to unload everyone because Felix keeps collapsing while trying to get to the airlock. But they make it safely back to their people, and in thanks we receive enough fuel to at least let us get through our own repairs and plenty of food besides. So we say our thanks and fond farewells and we head back to the Blackstar because, I mean... that pristine ship isn't going to salvage itself now is it? Honour and heroism are all well and good, but practicality doesn't hurt either. And that is why you should get this game.Show moreShow less
I’ve been following this game for a really long time, and I’ve been playing it for quite a while... And I have mixed feelings about it. Let’s start on a positive note I love building spaceships; the system is engaging and fun. However, after a while, you realize that for your needs, you need a ship shaped like a cube. Whenever you feel the need for a more traditional shape that matches your idea of a ship, you’ll find that you can’t fit everything you want into it..... Yeah, you don't have to have all the systems on the ship—you'll just produce one thing and trade it for another, right? :D... No. Building bases is also a great challenge, because you have to keep in mind that they need to survive... be self-sufficient, or at least be able to produce something they can trade for the resources they need. The music is great, the lighting and graphic too... There are practically no bugs in the game; the AI acts strangely a few times, but nothing that would completely ruin the game. The game saves quite often. and that’s about all I could say... Downsides: The game has few building elements and, unfortunately, lacks any depth. As for the hull, it’s simply made of a single, universal material. All you have to do is equip the ship with hull stabilizers. Yes, it’s an elegant solution, but it kills the fun of exploring space and hunting for rarer resources. Want to make the environment for the characters nicer? Decorate it with a plant, a game console, etc.? Well, you can, but there are so desperately few of them that the biggest change will be rotating an element... for me, that’s a huge minus, because it’s something that hasn’t changed the entire time. It can't be that hard to add more decorations, can it? Life... is very limited in this space. You have a total of 4 races... with one being human, the second android, and the third a simpler offshoot of the aforementioned androids. What are their goals? I have no idea; will you get an interesting story with them? No... The only information you get is through logs on abandoned ships. And even that is scarce. I know this because now, instead of another story, I’m just getting credits. And the game is full of such shortcomings and minimalism. Quests.... Yes, your goal is to find Eden... And that’s also your only real mission. The other "missions" can be grouped into 5 categories: 1. Explore for us this system 2. Build a station 3. Deliver supplies (often to the station you’ve built) 4. Retrieve an item from the wreckage 5. Capture/rescue a person Which is woefully insufficient. The game has practically no original quest scenarios, except find eden. Guys, you have the entire universe! Is the best you could come up with after six years just five generic missions that spawn when simple conditions are met? :( To make the progress easier, you have a giant ship (with cryopod, for eden) and with people on board that can send you resources, people, or help with research in exchange for some kind of points... Except that it’s probably in such a sorry state that as soon as you send it to a field with minerals for energy, a generic event pops up telling you that something has happened to the ship’s fuel supply, or block production, or water. You solve one problem, and three more pop up. And you think you’ve solved the problem for good? Wrong—just wait a moment and something will happen again... the same thing, and you’ll be forced to search for those resources. Trading is a category all its own... In most cases, if you encounter a ship and trade resources with it once, you won’t be able to offer that same ship the same resources again. It simply loses interest in them. Warfare is pretty cool, except for one problem... if you fight a faction, you’re at war; if you have the upper hand, they’ll offer you a truce; if you accept and have also destroyed one of their important systems, one thing will happen: they’ll call you and demand resources from you, which they’ll pay for... And this goes on until you leave (more or less condemn them to death, or until they repair everything that needs fixing and leave). To sum it up. The game looked promising about four years ago. Since then, practically nothing has changed. I haven’t encountered any interesting locations, stories, or quests. No interesting stations. I can’t land on a planet, or even scan it. The universe is dead and inhabited by only three races, one of which is human. One is robotic, and you can’t communicate with the third; they act as the ultimate villain in the game. There are no unique scenarios here. The only thing the game offers is building a ship that satisfies your OCD need for symmetry and order. :'(Show moreShow less
I have over 500 hours in the game (and probably well over 2000 if modloader time were also counted). This is the kind of game where you can build a spaceship exactly the way you imagine it, which makes it very special to me. However, even though it is very close to perfect for what I’m looking for, it has two important issues: 1. The technology feels outdated for a space setting Many essential systems — such as heating, ventilation, and electricity — are implemented through large, bulky machines placed inside rooms. This makes the ship feel closer to an older design rather than a truly futuristic vision. 2. The environment feels too empty and limited The game offers a fairly restricted set of decorative and functional objects. There is little variety in furniture, decorations, and customization elements, which often makes ships feel similar and somewhat lifeless. After many hours, the game can become repetitive in its base form. Mods significantly expand the experience and show how much potential the game has if developed further. I do not intend to stop playing it, because the core idea is excellent and very inspiring. I would just like to see more furniture variety in the future, as well as better integration of systems into the ship’s structure, to create a more lively and coherent environment.Show moreShow less
tl;dr It feels more like a Faster Than Light experience than a Dwarf Fortress/RimWorld experience. I've played Dwarf Fortress, RimWorld, and Faster Than Light a whole bunch before this. Don't get me wrong, this game is a lot of fun. I'm surprised to see it be so polished and refined (very few bugs, very nice). However, there is a BIG issue I have with this game. It's an odd hybrid of sandbox, base-building and a rogue-like. Like Dwarf Fortress/RimWorld and Faster Than Light. I really want to be able to sit back and enjoy my ship and see the crew relax and work. Unlike RW and DF, there is no way to have a fully self-sufficient ship. So if you're expecting a RimWorld/Dwarf Fortress experience, don't. This game feels more like FTL at its core with DF/RW elements slapped onto it. You constantly have to feed in energy rods, or else no power which means no industry, no oxygen, no temperature control, RIP your crew. You constantly have to feed in water/ice, or else no botany or oxygen (yes you need water for oxygen), RIP your crew. Even worse, the galaxy feels small. Its resources feel VERY limited. Once you mine out a system, that's it. Resources don't regenerate. Because of that, you're FORCED to push forward. I feel like once I hit the center, I'm basically done and that's it. So here are my main complaints: - Impossible to have a fully self-sufficient ship. Basically forced progression. You'll struggle a lot maintaining a large crew and ship as time goes on. - It's a weird hybrid of base-building sandbox and adventure/roguelike. It feels more stressful than fun. - Only goal to progress is to maintain resources for your ship. That's it. - Only threats you have are aliens when boarding ships and pirates. Nothing else. - Road map. What would make me feel more comfortable about this game is if we have a road map of Space Haven's development. So, I wish there was a neutral review, but at its current state, I don't feel comfortable giving it a positive review. But this does feel like the days when RimWorld was in development, and that's good. The developers are reaching out, they're very passionate, and I see a good game brewing.Show moreShow less
I'll just tell a story: After a very close battle with almost assured co-destruction of the enemy and my ship, we called a ceasefire; with pirates no less. We took the rest of our time to quickly clean out a ship that's become derelict at some point. Soon after, we jumped to a nice system with a few other derelict ships floating about. We took our time to scavenge them. Ships would come by, and I would sell them minerals in exchange for water, parts, or energy cells. While stationed in that system, a Cult ship jumped by and we began to establish a good trade system with them as we scavenged the ships. However, the pirates, still on ceasefire terms with us enters the system, and begins to pound away at the cult ship. Not wanting to risk losing reliable source of trade, I broke the ceasefire and began to fire all weapons on the pirate ship. The Cult ship took a beating, however the pirate ship lost out. Their ship ruptured and debris flew around the ship. Unsure whether or not the pirates were alive, I decided to send 3 of my 4 crewmen to board the ship in order to loot, find survivors or eliminate the last of the hostile elements. They were armed with only pistols and one shotgun. However, I felt that given the pirate's situation, I assumed they were on the verge of surrendering or at the very least dead from the explosions that rocked their ship. I was wrong. As my crewmen exited the airlock still attached to the pirate ship, volleys of fire flew from the dark corners of the ship. My crewmen got behind broken debris and returned fire. As the firefight continued, my crewmen began to take heavy wounds and their debris began to break. I decided, that this fight would be more in my favor if I could retreat my crewmen to the shuttle, and take their positions on the guns on our ship. As they ran, the least wounded of my crew surrendered as rounds meant for him hit his crew mates. The non-surrendering tactical retreat became heavily wounded, but they were able to escape back to our ship for healing and regrouping. The pirates now had one of my crew hostage. Essentially, turning the situation sour. I was able to still see what my imprisoned crew member was up to. Luckily for him, the pirates were able to keep food, water, and medical supplies in the back of the ship where it did not rupture. There was still power drawing from the engines on the ship. I had to consider options now. If I were to do another boarding, it would be highly dangerous for the rest of the crew, being that they were out gunned. I hailed the pirate ship in hopes that their communications were not destroyed in the battle. I waited a day until we got a response. Using the communication, I demanded a ceasefire. However, agreeing to one on their terms was the only option and an expensive one at that. They demanded a hefty sum, and supplies to continue their ship running. Reluctantly, I agreed. However, my hostage remained on the ship. I demanded the return of my hostage for which they demanded even more supplies and credits. Which I reluctantly agreed again. They returned the hostage, however, due to the expenses of the situation. I decided, they just lost their bargaining chip, and I wanted my stuff back. I had my energy weapons fire blindly on the rooms they inhabited; namely their living quarters, and their medical bay. From my ship, I could see through blood start splattering through the holes in their ship. I kept firing until I felt the threat was over, and I sent my boarding party with one more cautious look. It appears that the barrage was effective, and the only thing that could be heard was the hum of the engine on their ship. TLDR: When are they gonna add showers? I'm tired of that stupid poop emoji hovering over their head. 9/10 Alpha. Can't wait for more content to roll out.Show moreShow less
I'm sure many of you have come across reviews in which the reviewer bemoans the lack of a neutral review option. For me, Space Haven is such a case. While my experience with the game has been a net positive, it's because I'm a sucker for its core gameplay loop, and I can't, in good conscience, give it a positive recommendation in its current state (one that I doubt will change). --- First, the positive. This game has a highly satisfying core gameplay loop: explore the sector map for asteroids and derelicts to collect resources from > upgrade and modify your ship > trade with other factions to resolve production bottlenecks > upgrade and modify your ship > repeat. The resource management and production systems are both simple enough that you can handle them fairly intuitively without the need to pull out a spreadsheet, while being expansive enough that, within the constraints of a spaceship's limited space and resource budget, there's always something to work on. I also really like that there are many ways to get materials, whether it's buying them, refining them from ore, or getting them as composting or scrapping end-products, so even if you don't get the opportunity or funds to bulk-buy what you need, you can still scrape together enough to make do. Thumbs up. --- Now the negative. The AI in this game is abysmal. It is, by far, the worst AI I've seen in any ship building/base building game. RimWorld came out nearly 8 years ago and showed us what at least a competent base building pawn AI looks like. A game coming out in 2026 with an AI this bad is just bewildering. What do I mean when I say "Bad AI"? It's simple, really: The AI in this game treats every single task as a discrete event. There is no task chaining; none. Some examples: Say you placed down a blueprint for a section of bulkhead wall. You'd think, logically, that when a crew member goes into construction mode and gets the wall in their task queue, they'll come and build the entire wall, working solo or as a team. That's not what happens. See, they don't "take ownership" of the construction tasks in an area ("I'll build everything that needs building near this spot") or even the construction tasks pertaining to a specific task group ("I'll build this wall/I'll build all the beds in this room"). No. They only take ownership of one... single... object. Regularly, a crew member will arrive somewhere with multiple construction tasks with all materials already in place, build a singular wall block or piece of furniture, and bugger off to either build something on the opposite end of the ship, or do something else entirely. Nowhere is this more absurd than when you're putting in exterior bulkhead windows. To build said windows, a crew member will usually have to exit an airlock, propel themselves along the side of the ship to where the window needs to go, build it in a few seconds (it requires no materials), and come all the way back to the airlock. If you have multiple windows needing to be built right next to each other, they'll never be built in the same build task. A different crew member will make the trip around the ship to place down every... single... window (or the same crew member will make the trip multiple times). Crew members also never take distance into consideration when prioritizing tasks. When you're salvaging a ship for scrap, instead of the crew moving along the ship, scrapping the objects nearest to them, they'll bounce around the ship scrapping objects completely at random, making the whole thing take way longer than it needs to for absolutely no reason. Mining an asteroid? A crew member will get into a mining pod, pick up a mining drill from the ore processor, fly to the asteroid, mine materials, return to the ship, drop off the mined materials, and go back to mining. Perfect... except I was kidding. After dropping off the materials, they consider the task block complete, so they'll deposit the drill back at the ore processor, and dock the pod back in the pod bay, only to then, if they decide they're still going to be mining, get back in the pod, pick up a drill again, and then return to the asteroid. --- Any enjoyment I've gotten out of this game has been in spite of its terrible AI, and unless you're as much of a sucker for the gameplay loop as I am, I would not recommend it. Maybe give it a try if it goes on a very deep sale.Show moreShow less
Follow us & discover a hidden treasure. 💎🏃🏼🏃🏽♀️ ꧁ TL;DR: ꧂ BEWARE: You may experience endless hours of basebuilding euphoria. Space Haven has elements of Rimworld, FTL, & Cosmonautica w/ plenty of its own flavor. Current content & gameplay is very smooth. Recommendation: ☑ Content is a value at full price. ☐ Positive experience, but wait for a sale. ☐ Wait for improvements before buying. ☐ Negative experience. Save your money. (Modding instruction links at base of review.) ✂---✂---✂---✂---✂---✂---✂---✂---✂---✂ What I LOVE about Space Haven: + It's stable & substantially polished for Early Access. + Endless option when player reaches end of story. + Interact w/ slavers, androids, cults, & merchants. + Manage crew comfort, needs, moods, & health. + Custom basebuilding designed tile by tile. + Rescue crew from alien imprisonment. + Create custom names for your ships. + Starting resources can be tweaked. + Mine/refine raw resources & trade. + Procedurally generated galaxies. + Treat crew injuries & illnesses. + Board ships & space stations. + Create a fleet of spaceships. + Crew member skills & traits. + Manage crew stress levels. + Gain new crew members. + Challenging gameplay. + Explore derelict ships. + Ship-to-ship battles. + Crew battlestations. + Equip your crew. + Excellent music. + Cryopod stasis. + Space burials. + Mod support. + Cannibalism. + Crew drama. + Grow plants. + Fight aliens. + Tutorial. Room for improvement: - Some audio effects haven't been implemented yet. - Tutorial can be somewhat vague at times. - Relationship systems are not in yet. - Space combat needs more variety. - Enemy ship AI could be better. - Some repetitive gameplay. - Skills levels are static. Other thoughts: I would recommend that first-time players of Space Haven go into it keeping an open mind to judge it on its own merit. It's not going to be a duplicate of Rimworld or FTL exactly, but you'll see similarities in gameplay systems that work very well with what Bugbyte is presenting here. The developer stated that their influences were RimWorld, Oxygen Not Included, Spacebase DF-9 & Battlestar Galactica. (Source) It's still Early Access with more to come, and, as always, never buy into an Early Access game unless you are comfortable with what is already complete, not promised. That said, the extensive content that's currently in game plays very smoothly and is nearly bug-free, and the developers are very attentive, updating frequently. -END LINK: Getting started w/ modding Space Haven LINK: Modding guide ⭐If you found this review helpful, please consider giving it a thumbs up! (Thanks!) 👍🏽 @ShesLevel18 https://store.steampowered.com/curator/34678286/ ****************************************Show moreShow less
There is a lot of potentials, a Spacebase DF-9 that isn't made by a once-respected indie studio that try to outdo Electronic Art's greed, a more concrete and less finnicky realization of the Save our Ship 2 mod for Rimworld, a much more simulation-oriented FTL, by all account this game is made for me. Yet i've hated most of the hours i've spent on it. Through a variety of issues the game stall, become frustrating as it softlock itself and unjustify engaging with a non-negligible amount of content, which lead from a barebone experience to a miserable one. Lack of even the most basic detailed tooltips (relying on a wiki to figure out the skills and why two similar sounding skills are different is not a solution). Salvaging is a deathtrap, you'll lose more resources waiting for the slow ballerine of your crewmembers dismantling and carrying stuff to the airlock than just hyperjumping around and mining. An uphill battle to keep a ship running, as energium/energy rods get consumed way too fast, even the X3 generator, the last and biggest generator you can get, barely clear up enough time for you to spend elsewhere. Solar panels are worthless, they occupy too much space and produce too little even at full theorical capacity. Any production is a hellscape of slow, inefficient and tedious process coupled with an idiotic AI who does one job before proceeding to ♥♥♥♥ off elsewhere. Water is abundant until your start hydroponics, in which case you either don't process ice fast enough due to the industry issue, or you have more than one purifier which require more energy, feeding right back into the problem of energy generation giving no leeway whatsoever. Trading feel like it is balanced on the premise that you overproduce easily, which is definitively not the case at any point, the price difference is absurd. Drafting, as well as combat, is clunky and unfriendly to use with little tactic attached. Slave/Prisoner/Refugees is a waste of resources and time, you are already struggling to keep your own crew alive, having to pamper a bunch of useless pair of arms and legs consuming your food is never an option you should consider at any point. Losing a single crewmember is never an option either, pray that you find caskets in derelicts. Events are never a good thing. Logistic is awful, crewmembers spend an entire day just to move 2 crates from a airlock to the storage next to it All of these are just ♥♥♥♥♥♥♥ i have, but combined they annihilate any fun one could get from the game, there are however a few solutions to mitigate this : Lengthen the day by x2 or x3, reduce decay of crewmember needs in a similar manner, this suggestion is mainly from experience with modded rimworld (specifically dealing with dub's bad hygiene mod, which add a hygiene/bladder/thirst need to the colonist amongst other things, that led to colonist barely doing anything anymore as they'd spend 90% of their time taking care of all their needs rather than work, the use of another mod, smart speed, to double a day length and have most things such as crafting and building speed scale with that new length, while eating food and clogging the ♥♥♥♥♥♥♥ would take just as much time as before, somewhat fixed this issue and led to more productivity overall) Have industries be able to produce in bulk, it would not be any more efficient than the normal recipe resource-wise, but having bulk crafting be faster to do compared to individual crafting could reduce the tedium of said industry Give the ability to change the amount of resources you can mine in the difficulty settings, not the frequency (that's already an option implemented), but the total amount that a resource node can have, richer energium asteroids would act as a bandaid for the energy issue. I'll grant Bugbyte 3 things however : the spritework, the sound/music and the general atmosphere of the games are top notch. Sadly it won't be enough for the game to not just collect dust in the depth of my library while i'll wait a few years for updates, maybe 3/5/10/20/100 updates later, who know, i reiterate that the game has a lot of potentials but i still wouldn't recommend it to people that expect an experience as polished/balanced as Rimworld.Show moreShow less
At the start of Space Haven you are in controls of a small ship adrift. The basics are already there: a shuttle, some food, and four crew members. Through popups that serve as a tutorial, you gradualy learn how to manage the temperature of your habitat, grow carrots and distribute electricity. As is often the case with this kind of titles, you quickly find yourself with your head underwater, paddling to try to understand the ins and outs of the interface. It is better to follow this tutorial to the letter and not ask too many questions at first, or risk being a bit lost. Unlike Rimworld, where you unlock technologies as time goes by, here, a lot of things are available from the start. Each crew member has a past, personality and skills. Ensuring their mental health and comfort is important. If you push one of our members too far a crisis can happen. They also have an inventory, and they can be equipped with various weapons and other items. Unlike traditional management in which you have a direct impact on the behavior of your team, Space Haven adopts a method of priority like Oxygen Not Included and Rimworld. By assigning priorities based on each person's skills, the overall course of the game is monitored. A "draft" mode exists, in which you directly control a member of the crew, practical during collisions or in case of a hard hit. Very clever as this structure avoids drowning in micromanagement. In space, resources are scarce and there are two ways to get them. One is to send mining robots to look after the asteroids in the area. Second is to send your teams to recover abandoned ships that are empty steel monsters that litter the space vacuum. Each sector offers different resources to mine and ships to explore. Some events allow you to recruit ships and you can even create a fleet. For the moment fleet management poses several logistical problems. Nevertheless, it is a real pleasure to see all this gradually take a turn, at least if you have the resources. Even with some shortcommings, such as energy management and the combat system, Space Haven still hits the mark. Overall, Space Haven looks to be heading for the stars. THE GOOD - FTL crossed with Rimworld and Oxygen Not Included - Decent amount of stuff to do - A hit with survival-strategy or management fans - Roadmap with a pretty extensive feature-set THE BAD - Lack of sound effects - Still Early Access (not always a bad thing) If you like this review, then please consider giving it a thumbs up. I've also reviewed other games that you might find interesting. If so please follow Top of the Chart. Reviewed on: Win10 Home 64-bit, Intel i5-11600K, GeForce RTX 3060 Ti 8GB TUF, 32GB DDR4-3600 RAM, 2 x Kingston NV1 1TB M.2 NVMe SSDShow moreShow less
Give it a year or two, come back and the game will probably be amazing. Right now it feels hollow. It's important to me to review early access games for what they are right now, not what they could be. Too many abandonware games out there to do it otherwise. As to the review: Space ship design feels cool, but once you test them out you realise there's relatively few choices you made that are important. Resting areas not near machinery, and airlocks near cargo storage are pretty much all there is. Everything else you can just slap down and it'll be good enough. Resource acquiring is simplistic. Salvaging is really neat to watch, but you just click a button to make it happen. You don't really have impact otherwise. Combat is... well just bad right now. You can knock out a couple module types from the outside of the ship, but otherwise you just plink at a ship until its HP bar hits zero and then the ship explodes. Crew to crew combat is line them up and watch them shoot until someone dies or surrenders. There's a lot more that could be done with these systems, but at this moment they have not. This game could be so much more. And I really hope someday it is. But until that day put this on a wishlist and watch it, don't buy it yet.Show moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/15/2026.
